game.world
Methods and entrypoints for game.world.
sc_world_v1
Section titled “sc_world_v1”Source: sc_world.h, implementation, layout pin.
Capabilities raycast/camera. Read-only, no entity ownership or game pointers. Ray origin/output use zone frame; camera pose uses world frame plus player’s zone ID. Hit is size-prefixed; in 1.0 entity_id/normal/flags stay zero, not inferred from the game. No field of view. Failure zeroes only an adequately-sized hit; NULL/undersized output is rejected before zeroing, and caller extra tail is not written. last_error is shared across query callers, with no per-plugin isolation. 1.1 appends free_camera_flag (capability game.world.free_camera_flag, OFF by default pending an in-game run): a read of the free-camera flag byte, never a toggle. C++, C# and Lua wrap game.world free_camera_flag, each checking the table size first.